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Month: April 2024

Fallout New Vegas – Act One

Ain’t That A Kick In The Head

McMurphy, Benny and Jessup - opening cutscene of Fallout New Vegas
Mcmurphy, Benny and Jessup robbing the Courier

Fallout New Vegas’s act one makes a bold choice in the opening. Your character is shot in the head and buried in a shallow grave! Of course, you survive this otherwise the game would be pretty short and boring. It’s an interesting way to introduce the inciting incident, as discussed in my last post.

So Benny has robbed you, taking the Platinum Chip you were supposed to deliver to the Strip. You are a Courier and you are bound by contractual obligations to retrieve and deliver the Platinum Chip. Luckily your would-be killer wears a very snappy outfit, so you can ask about him.

Don’t Go That Way

You’re advised to head towards Vegas itself but cautioned against going straight north from Goodsprings. There are some nasty critters up there, such as cazadors and deathclaws. Not the kind of thing you want to tangle with until you’ve levelled up a bit and have some good weapons.

Some players may choose to go that way, and it can be done. Speedrunners of the game will do this, but it relies on luck, a stealth boy and some quick save spamming to succeed. If you want the full story experience, you’re going to follow the path south to Primm, east to Nipton then north east to reach Novac.

Making Friends (and Enemies)

On your way to Novac, you’ll encounter an NCR camp, some Powder Ganger camps and a group of Latin speaking cosplayers, Caesar’s Legion. As in any good RPG, asking around and talking to the NPCs you meet will help you learn more about the world you are in. You might even find some interesting side-quests to do.

We meet the New California Republic first, in Primm. NCR is a nation that grew out of Shady Sands and has expanded rapidly to the north and to the east. They’ve been in the Mojave for over a decade trying to hold Hoover Dam and establish territory and supply lines.

A lot of the troops hint at low morale. Commanding officers complain about the lack of resources and people. They are struggling to hold their territory, never mind deal with other problems.

Too Much Too Fast?

Act one of Fallout New Vegas introduces the major conflict, which is between NCR and Caesar’s Legion. NCR have camps and locations across the Mojave. The NCR Correctional Facility near Primm now belongs to the Powder Gangers. Subsequently, the NCR lost control of it, when some of the convicts used dynamite to stage a coup.

You reach the Mojave Outpost, an NCR checkpoint on the long 15. They don’t have enough people to run it. Caravans can’t move through. Every time you meet the NCR in Fallout New Vegas, evidently they are struggling, spread too thin. Consequently, informing Sgt Kilborn that the Legion has wiped out Nipton makes him completely lose hope.

Ave, True To Caesar

You reach Nipton and see several large fires and people lashed to crosses. A man runs up to you, excited to tell you he won the ‘lottery’ before running off. You get to the large town hall, and a group of Romans come out, led by a man with a dog’s head on his own head.

This is Vulpes Inculta, leader of the frumentarii and one of Caesar’s trusted advisors. He happily explains what happened to Nipton and why they killed and crucified most of the townspeople. Indeed, he wants you to tell someone about it, namely Sgt Kilborn and Ranger Ghost at the Mojave outpost.

Act One’s Conflict

Now that you’ve met the two major players in the ongoing conflict, clearly the Legion are the bad guys and the NCR are the good guys. It is obvious that the NCR has bitten off more than they can chew. This allows the Legion to operate right under their noses. Hope is dwindling and morale is in the toilet.

Why should you care? A big conflict is brewing, and the outcome will have a huge impact on the Mojave. You don’t matter to this conflict, yet. But you will by the end of the game. So take note of what you see, as you will be forced to choose a side.

No Vacancies

You reach Novac, easy to spot due to the giant dinosaur out front of the town. You learn where Benny went next, after helping out the town or reading a note on Manny Vargas’ terminal in his room. Manny was a Great Khan once, so he knows the guys Benny had with him.

This leads you to Boulder City, near Hoover Dam, where a hostage situation is ongoing. The Khans are enemies of the NCR, and they are holed up inside Boulder City. Resolving this situation will net you the details you need to finally find Benny.

You need to get to the Strip, Benny is the leader of the Chairmen. The Chairment are a former tribe but they now run the Tops Casino. So that’s where you are likely to find Benny, and your lost package.

What Happens In Vegas…

Getting into the Strip involves a credit check. If you don’t have 2000 caps, then you will need to find another way to get in. Either way, you are met by your cheerful cowboy buddy, Victor. Victor opens the door to the Lucky 38 and invites you to go in to meet Mr House.

Mr House is the leader of the Strip, although basically nobody has met him. He’s a fascinating man, his backstory is worth a post all on it’s own. He is your client, so you need to find the Platinum Chip and bring it to him. So you go to the Tops.

At the casino, all your weapons are taken, but if you collected the pieces of evidence, you can talk Swank into helping you take Benny out. Benny is on the main casino floor with four body guards. You have several options to deal with Benny.

You can just straight up shoot him, but you risk the ire of the rest of the Chairmen, unless you’ve spoken to Swank first. Or you can convince him to meet you alone upstairs and kill him then. Finally, if you’re playing as a female Courier, you can use Black Widow to seduce him and sleep with him. This gives you the option to kill him in his sleep.

If you don’t kill Benny, and he either betrays you and runs, or if you just go to sleep after sex with him, he flees. To get the Chip, you need to go after him, and you find out the Legion got him. Luckily once you’ve dealt with Benny and House, you are invited to Caesar’s camp to meet him. The NCR also express a wish to work with you. Yes Man is in Benny’s suite and represents the fourth option.

Everyone Wants You

Why are all these important people suddenly interested in the Courier? Except Yes Man, he can’t say no to you. Essentially, these groups have heard about your journey and realise you are unusual. Not many people would be crazy enough to chase one man across the wasteland. Even for revenge. They see that you are someone who will get things done.

So you’re at a crossroads, the end of Act One. You must choose which side to take in the conflict. You will play a pivotal role in deciding the future of New Vegas. NCR is a democracy with a large military. The Legion is a dictatorship ruled with an iron fist and questionable morals. Mr House wants to bring back pre-war glory and capitalism. Yes Man does what you tell him, but he will help keep Vegas independent.

So we move into Act 2, which will be covered over the next few posts. I’ll cover each option seperately, as Act 2 is half of the story and there’s a lot to go through! I hope you’ll stick with me for that. As always, thoughts and opinions are always welcome. If you want to see more, I’m currently playing through the game and analysing it on my YouTube Channel. You can find the playlist here.

Fallout’s Inciting Incidents

Fallout the whole story fallouts inciting incidents how to start a story

How To Start A Story

Today we’re going to look at Fallout’s inciting incidents, and how to motivate players and characters to follow the plot. The most important part of the beginning is the ‘inciting incident’. An event that sets your protagonist on the road to the main plotline. These can be major or minor events, but they have to trigger a change for your protagonist.

You can begin your story before, during or after this incident, but it’s important to at least tell the reader that it happened. In video games, this is usually handled via an introductory cutscene. In the early days of videogames, the backstory was often included in the game manual. Of course this is less common now, so the game has to give you the backstory.

So we’ll start at the beginning and work through the games in chronological order. Of course, we have to note that the series itself has a rather major inciting incident. The bombs. The nuclear war happened on the 23rd of October, 2077, wiping out 90% of life on the surface. A large number of people survived in underground Vaults. So bear this in mind, as it matters to every Fallout story we will be examining.

Fallout – The Water Chip

The first Fallout game came out in 1997. You begin with creating your character, known as “the Vault Dweller”, from Vault 13 located in southern California to the west of Shady Sands, a small town that would go on to be the capital of the New California Republic (NCR). The Vault is designed to support up to a thousand people, and will remain sealed for 200 years, to study the effects of prolonged isolation. It was supplied with an extra G.E.C.K. (Garden of Eden Creation Kit) instead of extra water chips, which were sent to Vault 8.

In 2161, the Vault’s water purification chip started to malfunction leading the Overseer of the Vault to send people out into the wasteland to find a replacement, to no avail. The overseer chooses your character for this job. On the 5th of December 2161, the Vault Dweller leaves their Vault for the wasteland.

At that point, the Vault has only 150 days of water reserves, which does put a time limit on success for the Vault Dweller. The game does implement this time limit as well, although you can extend the time limit through your actions in the Wasteland.

Motivation?

So what is the motivation? Vaults are generally safe and secure, if there’s no horrific experiment going on. The limited living space means that everyone needs to contribute to the community to ensure their survival. Your character has lived their whole life in this Vault, and may well have friends and family, but they want to help their Vault. Water is essential for life, after all, and in a radioactive wasteland, water purification is vital. So it makes sense to keep looking for a replacement water chip, to save their community, doesn’t it?

Fallout 2 – Finding the Garden of Eden

Fallout 2 takes place 80 years after the first game, in a village called Arroyo, in Oregon. Arroyo is suffering from a famine and a drought. The village was founded by the Vault Dweller, after they were exiled from Vault 13 due to spending too much time outside. A serious drought in 2241 leads the village elder to ask your character, the Chosen One to find a G.E.C.K. The Chosen One is a direct descendant of the Vault Dweller.

The G.E.C.K. is a terraforming device that is capable of sustaining life in the wasteland, including seed, soil supplements, a cold fusion power-generator, matter-energy replicators, atmospheric chemical stabilisers and water purifiers. Each vault has two as standard (in the West Coast, at least) and the Elder believes that only a G.E.C.K. can save the village of Arroyo from starvation.

Motivation?

Again, your character’s motivation is very similar to Fallout’s protagonist. Your people are suffering from a shortage of an essential resource and are relying on you finding the one thing that could save them. It’s all about the preservation of life, and saving your community. Pretty motivating reasons to embark on this quest.

Fallout 3 – Following in Daddy’s Footsteps

Like Fallout, you start off as a vault dweller, but we’re on the East Coast of the USA, near Washington DC. You live in Vault 101, and you have a kind of prologue in this one, building your character through experiencing various events of your childhood. The game does actually start with your birth, and your mother dies shortly after. The protagonist is referred to as the Lone Wanderer.

So, it’s just you and your dad, living in the Vault. Your father is the Vault’s doctor. One day, when you’re about 19 or so, your friend Amata wakes you up to tell you that the Vault’s security are looking for you because your father has left the vault. Vault 101 was to remain sealed forever. The experiment was to study the role of the overseer in a completely isolated community.

Despite this, the Vault has opened a few times. The Vault did not have a G.E.C.K. but it was designed to be self-sustaining indefinitely. You have no idea why your dad left the vault, but after learning security are after you,  you end up escaping the vault to go and find him.

Like previous Fallouts, you are leaving the safety of your home in search of something important. In this case, your only living family. He leaves a note with his friend Jonas, who you find dead during your escape. The note tells you not to follow him, and he hopes the Overseer will blame him entirely. That isn’t what happens though.

Motivation?

So what is your motivation here? You’ve left your home, given no real choice in that, so it’s only logical you would pursue the only person you know, your father. What else would you do? Fallout 3 is the series first open-world game, so you can absolutely find plenty to do other than follow the main story, but it’s only by searching for your dad that you’ll get into the nitty gritty of the main story, and learn about Project Purity and the major players.

Fallout New Vegas: They Went That-a-way!

Back to the west, this time we’re in Nevada, the Mojave wasteland. A desert with a brightly lit and bustling city now known as New Vegas. New Vegas is still Vegas, with casinos, exotic dancers and a bunch of reformed tribals running the place, with Mr House overseeing it all. The year is 2281, four years after the events of Fallout 3.

You are the Courier, employed by the Mojave Express to deliver a Platinum Chip to the Strip. On route, a man in a snappy suit kidnaps you, aided by some Great Khans. Benny steals the chip, shoots you in the head and buries you in a shallow grave.

Certainly, an interesting way to start a video game by killing the main character in the opening cutscene! Okay, not quite, a cheerful cowboy robot finds you and takes you to the local doctor for treatment. You are under contract to retrieve your lost package and deliver it to the client. That means you need to find this man, so you begin to follow his trail, asking people you meet along the way if they’ve seen him.

In the background of all of this, seemingly unrelated to your situation, there’s obviously going to be a battle coming between the NCR and Caesar’s Legion. There’s talk of political issues in NCR’s home territory, but everyone wants control of Hoover Dam and the electricity it can provide. But first, you need to find Benny.

Motivation?

So, what’s your motivation here? Well, there’s two things. The first is your contract for the job. It’s pretty clear that if the package is stolen from you, you must get it back and ensure it gets delivered, and your employer will take no responsibility for any injuries, loss of life or costs of this. If you don’t complete the delivery, you won’t get paid, but you may also be hunted by mercenaries to recover the debt. You need money to live, after all.

The other motivation is personal revenge. Being robbed and shot in the head is pretty unpleasant, one assumes, and it’s perfectly reasonable to be angry about it. So, perhaps you want revenge on Benny for doing this to you. Or maybe you want to understand why he did it. If you’re playing as a female character, perhaps you found this whole experience a turn-on? Not judging, I promise, but sleeping with Benny is absolutely an option when you do track him down, for a female character.

Fallout 4: Out of Time

Fallout 4 is next and we’re back on the East Coast, namely the Commonwealth of Massachusetts, or just the Commonwealth. Boston is an important city in the history of the US, as well as being home of several major universities. Nearby Salem is famous too. Interestingly, this game has a prologue set on the day the bombs fell. The protagonist has a set backstory, an army veteran for the male, or a lawyer for the female.

You begin the game in a cosy family home, taking care of your infant son, Shaun, when the bombs come and force you to the Vault, Vault 111. Where you’re all cryogenically frozen. At some point, you are defrosted to witness someone in a hazmat suit and a grizzled merc take your baby and shoot your spouse. You’re then refrozen, for an unknown period of time, but likely 60 or so years, then defrosted again.

Motivation?

Everyone else in the Vault is dead, leaving you, the Sole Survivor, to get out of the Vault and go off in search of your missing child. That’s your motivation, revenge for your dead spouse, and to find your kidnapped child. Which makes sense, and the game tries really, really hard to evoke some emotions about this whole situation.

For me, it kind of falls flat, we know so little about our spouse, and it’s hard to feel a strong connection to a baby that can’t even talk, when you’ve spent basically no time living in this version of the world. The voice acting is a bit overdone, especially the male protagonist, and by the time you get to the point of finding the mercenary, even they have all but stopped talking about Shaun. The opening of Fallout 4 is probably the least effective at highlighting the inciting incident and making the player want to follow the story, but don’t let that put you off, it does get much better once you get into the meat of the story, I promise.

Who Did It Best?

So, who did it best? I think for me, Fallout 3 and New Vegas pulled it off the best. Fallout 3, you’re kind of forced to leave the Vault. I remember in my first playthrough, I really wanted to know why my dad left the Vault. So I followed along to get some answers.

My first time playing Fallout New Vegas, the opening was quite a shock. It was definitely a bold choice, having your main character be shot at point blank range like that. So again, I wanted answers. Why did Benny feel the need to kill me, when he’d already stolen what he wanted from me? What was so special about the Platinum Chip?

I haven’t played 1 and 2 as much, the games are so old now, it takes a bit of work to get them to run on newer machines, and I haven’t managed to set them up on my new PC yet. But I do feel the inciting incidents set up the games pretty well, to get you into the story.

What I didn’t like

For me, Fallout 4 is the weakest in this regard. My first playthrough, I felt the urgency when the report of the bombs falling came through and the rush to the Vault. I wasn’t surprised by the cryopods in the Vault, but it sets up the twist with Shaun. You don’t know how much time has passed. After learning that, I found it quite difficult to really care that much about him. So it doesn’t work as well to motivate me to find this baby. There’s settlements to help, farms to build, raiders to kill, settlements to help and of course settlements to help. Yeah, I know, it’s an old meme, but Preston Garvey is really pushy about his radiant quests, that never end. You get sidetracked and distracted.

What are your thoughts? Let me know in the comments! I’d love to hear other people’s perspectives on it. I am going to hold off talking about the TV series on Prime for now, just to avoid spoilers since it’s so new. But I loved it, and I’m rewatching it as I write this. So once it’s been out a while, I’ll definitely talk about it.

Thanks For Reading!

Thanks for reading, congratulations for making it to the end of this long post about Fallout’s inciting incidents. I hope it was interesting. I am going through Fallout New Vegas on my Youtube channel and analysing the story in depth, so if you’d like to join me on there to hear me talk about the games, you can find it here.

Storytelling in Gaming – Introduction

The Three-Act Structure

I’m starting a new series of posts about storytelling in gaming. A lot of RPG plots follow the classic three-act structure of storytelling. This is for a good reason, as the structure is a common way to build and pace a story, regardless of the format it will be published in. Additionally, they often follow a version of the ‘Hero’s Journey’ plot structure.

Video games provide a unique form of storytelling, as it is absolutely a ‘choose your own adventure’ kind of thing, especially with roleplaying games (RPGs). Many games have diverging storylines too, depending on choices made by the player. There’s varying degrees of success with this.

The three act structure is laid out as the beginning, middle and end. The beginning is the first quarter of the plot and serves to introduce the world and the main character, as well as introducing the conflict and beginning to build the tension. It should end with a major event that pushes the main character to commit to the story.

The middle part is the second and third quarters of the plot, and the ‘meat’ of the story. Tensions build and the stakes are raised, with a major event at the midpoint of the story. There’s often a period of recovery after this, before a third major event that forces both sides to decide to pursue the final confrontation.

The third act is your ending. This is where we get the climax or resolution which answers the story question. The final confrontation happens and we find out if the main character achieves their story goal. There will then be some kind of winding down of the story afterwards. It is important that the ending makes sense and doesn’t rely on out of character behaviour or a deus ex machina solution.

How to Evaluate A Storyline

Over the next few posts, we are going to dive into the plots of some of my favourite RPGs, looking at how the game follows this structure. As well as evaluating and analysing the plot. We’ll look at the strengths and weaknesses of each plot, and how well the game tells the story.

The questions to answer are about the main character, what their goal is and how it shifts as the story progresses. How do we work out who the villain is? How the plot answers the overall themes of the game. What are the consequences of the final resolution?

We’ll look at motivation, for both the main character and the player. How well each game follows the “show, don’t tell” rule of writing. How we learn the information needed to decide how to approach the game.

We’ll evaluate issues with the plot, like contrived circumstances forcing the player to do something they may not wish to do. Deciding who are the good guys and the bad guys. Whether the main character, the protagonist, is a hero or not. Does the player have the freedom to roleplay morality the way they want to.

Which Games Are You Going to Cover?

Glad you asked! I’ll be starting with my two favourite franchises, Fallout and Dragon Age. I love these games for different reasons, but I love them both a lot. Fallout has such a rich background and so much freedom of choice and how to shape the post-apocalyptic world. Dragon Age has some really amazing well-developed characters. So hopefully you’ll join me on this journey.

I’ll be starting with the Fallout series, as the TV show is just around the corner and I’m very excited about it. I have an introductory video on my YouTube channel and I will be supplementing this blog with videos talking about some of the things I’ll be writing about so if you’re interested, I hope you’ll join me. My channel can be found here.

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